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Corrected the MSDF logic in the GLSL and WGSL shaders, which fixed the rendering in Chrome's software renderer.
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@@ -189,6 +189,10 @@ export default ({ regl, config, lkg }) => {
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baseTexture: baseTexture.texture,
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glintTexture: glintTexture.texture,
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msdfPxRange: 4.0,
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glyphMSDFSize: [glyphMSDF.width(), glyphMSDF.height()],
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glintMSDFSize: [glintMSDF.width(), glintMSDF.height()],
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camera: regl.prop("camera"),
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transform: regl.prop("transform"),
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screenSize: regl.prop("screenSize"),
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@@ -36,6 +36,8 @@ const loadImage = (regl, url) => {
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}
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return texture;
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},
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width: () => (loaded ? texture.width : 1),
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height: () => (loaded ? texture.height : 1),
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loaded: (async () => {
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if (url != null) {
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const data = new Image();
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